Voxel world culling: The art of selection

In the realm of my imagination lies a world filled with voxels, measuring at 320*320*96 in size. My vision is to load this expansive world directly into the memory of my graphics card in order to avoid any loss in performance while transferring new "chunks" to the GPU. The number of faces required to showcase this voxel world should effortlessly fit within the capacity of modern graphic cards.

However, I am currently grappling with the issue of selectively displaying parts of this world. I aim to confine the view of this world to a smaller area, such as 128*128*96, and maneuver either the world itself or the camera to reveal different sections.

To illustrate my dilemma, imagine a basic scene consisting of a ground surface with a white section representing the "viewable" area. I am searching for the appropriate WebGL/three.js functions that will allow me to restrict the view to only the designated white portion.

Answer №1

To control which voxels are shown in the scene, consider removing unwanted ones.

scene.exclude( voxel )

When ready to display them again, simply include them back into the scene.

scene.include( voxel )

A great strategy is to divide your voxel world into manageable chunks, similar to the concept in Minecraft. Convert these chunks into individual meshes and selectively add or remove them from the scene based on visibility needs.

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